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I'll Take The Sky Any Day: Falco Moveset Data (Updated on 6/20)

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Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
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I'll Take The Sky Any Day: Falco Moveset Data (Patch 1.0.8)



Introduction [INT]

Hello and welcome to the Falco Moveset Data thread where you'll find detailed information on Falco. This thread is dedicated to analyzing and discussing Falco's moves. The introduction offers a quick reference if you are only looking for raw data such as what frame Up Air comes out or who much damage Down Smash does uncharged and charged. Otherwise, more detailed information is in their respective sections such as commentary on moves such as descriptions, usage, combos, etc. So, strap in your seat belts and we'll begin takeoff. Also to make this easier, there are three ways to travel around this database:
1. Manually scroll to what you are looking for.
2. Ctrl + F and search entering the three-letter code to travel to that section.
3. Clicking the section in the table of contents.

Before we begin, I would also like to thank these users: @BJN39 and @Indigo Jeans for their guide on data-mining, @TTTTTsd, @Macchiato, and @bluecrow for inspiring me to attempt data-mining, @Nammy12 for the gifs, you Falco players out there who helped me learn about him, and everyone else for reading through this thread. Also, thank you, Masahiro Sakurai, for making this game.

Table of Contents
Introduction [INT]
Introduction
Table of Contents
Data Terminology
Updates
Sources

Basic Data [BAS]
Attributes
Frame Speed Ranking
Full Datasheet

Jab, Dash Attack, and Tilts [JDT]
Jab
Dash Attack
Up Tilt
Forward Tilt
Down Tilt
Smashes [SMH]
Up Smash
Side Smash
Down Smash
Aerials [AER]
Neutral Air
Up Air
Forward Air
Back Air
Down Air
Specials [SPC]
Blaster
Explosive Blaster
Burst Blaster
Falco Phantasm
Falco Phase
Falco Charge
Fire Bird
Fast Fire Bird
Distant Fire Bird
Reflector
Accele-Reflector
Void Reflector
Grabs, Pummel, and Throws [GPT]
Grab
Dash Grab
Pivot Grab
Pummel
Up Throw
Front Throw
Back Throw
Down Throw

Data Terminology

Here's a list of terms used to describe the data. Please also refer to The Smash Dictionary by @Fox Is Openly Deceptive.
Move: The name of the move. Most these are taken from Nintendo's official names for the moves in Melee. Falco's Luigification in Brawl resulted in some changes of moves and Customs come from SSB4. List of moves that have a made up name: Jab, Up Tilt, Neutral Air, Back Air, Forward Air, and Side Smash.

Startup: These are the frames including the first frame when a move is active e.g. if a move has 5 frames of startup it, then it takes 5 frames before the move is active.

Active frames: The duration or how long a move is in effect. A tricky thing to note is that if a move is active for 1 frame, then that frame is the only frame it's active e.g. if a move has a startup of 20 and lasts for 1 frame, it's duration would be 20 or 20-20. You count the frame itself, so if that move had 2 active frames, it would be 20, 21, and stop or 20-21.

Recovery: In Smash, this usually refers to how a character gets back on stage, but in terms of frame data, it means how many frames is a move inactive. This is the "gap" that happens after attack and before you can act again. Moves with high recovery tend to be very rewarding, but have little active frames - Jigglypuff's Rest is a great example of this.

Total frames: This is the total amount of frames a move is both active and inactive. Think of it as the total frames of an animation where one part is for show - the windup - the attack itself, and the aftermath of an attack. The frame after this is when you can act; you act on the 31st frame of a 30 total frame move.

FAF: "First Actionable Frame". This is the first frame you can act after a move. Generally, fighting games don't use this term, but Smash does, so I'll include it and because it does make sense. A move with a 31 FAF means you can act at frame 31. If total frames is the time you wait, then FAF is the time you start (again).

Auto-cancel window: The frame before and after an aerial or a Special move that you can land with regular landing lag instead of the move's landing lag. More info here: http://www.ssbwiki.com/Auto-canceling.

Hitbox ID: It's the identification number a hitbox is given in data.

Bone: This number means what or if a hitbox is attached to the character; characters are made of bones which make up their body parts and each of them are numbered. "Bone 0" means that the bone is not attached at all.

Damage: Self-explanatory; it's how much a move does.

Clean hit and late hit: A clean hit is the strong hit and usually happens right when a move begins, but that's not always the case such as Dr. Mario's Nair where the clean and late hits are reversed. Late hits are explanatory and generally, they're weaker. Sweet-spot and sour-spot can better describe this, but those denote the spot where a move is at its strongest or weakest. Marth's Falchion's tip is his sweet-spot, but his sour-spot are on the blade itself versus Falco's clean hit on Back Air occurs on frames 4-5 and the late hit occurs on frame 6-11.

Approximate KO percent: This is the bare minimum damage percent when a move will kill without rage or any other factors at the center of Final Destination/Omega stages. (Will retest later on the Wii U).

Hit angle: This is the launch angle that an opponent will be sent when struck by a move. Note: An angle of 361 degrees is a Sakurai angle and an angle of 365-67 degrees is an Autolink angle.

BKB: Base knockback, the natural knockback a move has. More information on knockback here: http://www.ssbwiki.com/knockback.

WKB: Weighted knockback, knockback affected by weight. Usually used for moves to keep an opponent in before the next hit(s). Fox's Uair has WKB for the first hit which "confirms" into the second hit. Falco's Blaster also has WKB which explains its set knockback.

KBG: Knockback growth.

Size: The size of a hitbox or rather hitbubble, so it's the length of the radius of the hitbubble.

Coordinates (X, Y, Z): These are the displacement coordinates of the hitbox given relative to the move bone(s). If the Bone is 0, then Z is 0, Y is 0, and X is 0 which means it is at the center of the character's axis which is from the floor.

Element: The move's element such as Fire, Ice, Electricity, Darkness, Magic, Physical, etc.

Hit lag: Freeze frames; when certain moves connect, they will go through frames that "freeze" both the user and the opponent.

SDI: The multiplier of how strong to you can Smash Directional Influence the move.

Clankable: This means whether or not a move can clank or clash with another move. A "Yes" with an "*" means the move's animation continues even after clanking. This is also known as "Priority" and moves with "transcendent priority" cannot clank.

Shield damage: How much damage a move does to a shield.

Shield stun: The time you cannot drop, jump out of, or grab out of your shield. Moves with high shield stun force defenders into their shield longer than low shield stun.

Hit stun: The amount of "helpless" frames you cause an opponent to be stuck in. So, if a move causes 20 frames of hit stun, then the opponent cannot do anything until after 20 frames. Hit stun is affected by damage inflicted, damage sustained by an opponent, knockback, and weight. For simplicity, hit stun will be shown in 0%, 50%, and 100% thresholds and as always, Mario is the dummy; his weight value is 98.

Frame (dis)advantage: The frames, positive or negative, you have over someone. This is different for on-hit and on-shield. Usually, on-hit, moves are positive since you struck them and now they're in hit-stun, but some moves aren't and those moves generally become positive at higher percents. On-shield, usually, moves are going to be in the negatives compared to other fighting games like Street Fighter and The King of Fighters where on-shield/on-block hits are slightly positive, slightly negative, or even. When a frame advantage is even, both the attacker and defender are in a guessing game scenario. When it's positive, you have the advantage, but if you're negative, you're at the defender's mercy.

Updates

This is a list of the updates made to the thread.
Version 1.00: Thread's creation; locked until completely setup.
Jan. 17 2015, Version 1.01: Thread's setup and open to everyone.
---, Version 1.02: Added a Data Terminology and some other fixes.
---, Version 1.03: Added a datasheet blueprint.
Jan. 19, 2015, Version 1.04: Finished Jab, Dash Attack, and Tilts.
---, Version 1.05: Finished the datasheet.
Jan. 20, 2015, Version 1.06: Added tables to everything, but the Other section.
February 8, 2015, Version 1.07: Started to redo KO percents that were taken from the pastebin; link here: http://smashboards.com/threads/comp...-every-character-now-with-ko-percents.383550/. Pit is the dummy now because he, Dark Pit, and Wii Fit Trainer weigh the middlemost.
---, Version 1.08: Updated JDT, Throws, Falco Phantasm, Reflector, Dair, and Bair KO percents.
Feb. 22, 2015, Version 1.09: Updated Reflector Void and Down Smash's KO percents; working on figuring out Side Smash's hitboxes and KO percents.
Feb. 25, 2015, Version 1.10: Updated Blaster, Explosive Blaster, Burst Blaster, Accele-Reflector, Fast Fire Bird, Falco Charge, and Up Smash KO percents - only Falco Charge and Up Smash kills of the updated.
Mar. 3, 2015, Version 1.11: Updated Fire Bird and Distant Fire Bird's KO percents.
Mar. 29, 2015, Version 1.12: Updated Uair, Fair, Fair landing, Nair, and Side Smash's KO percents except for Side Smash's "mystery", body hitbox that's tiny and difficult as sin to hit with. So, KO percents are basically done.
---, Version 1.13: Reformatted stuff, added Auto-cancel windows, added individual Jab data, and added IASA and Landing Lag columns.
Mar. 30, 2015, ---: Gifs by Nammy12 added for all, but customs.
April 1, 2015, ---: Attributes, Sources, and descriptions added for all moves except for the Other section.
May 2, 2015, ---: Total frames and landing lag added from sources listed.
May 20, 2015, ---: Rearranged posts
June 20, 2015, Version 1.14: Updated to patch 1.0.8's changes. Still need confirmation on startup changes to Uair and Fair, total frames to Uair and Fair, and landing lag changes to Fair and Dair.
June 26, 2015, Version 1.15: Updated more of patch 1.0.8's changes with Thinkaman's and LordWilliam1234's data. LordWilliam1234's spreadsheet also included customs startup, IASA, and such.

Sources
Where I got all this information and for what purpose.
Where I mined the data: from @Dantarion's data dump, Master Core. And Complete Hitbox/Frame Data For Every Character by @Thinkaman.
For frame speed rankings with the other characters: List of attacks/grabs from fastest initial frame to slowest (Frame Speed) by @ItsRainingGravy.
For weight values and rankings: Smash 4 - Weight Rankings by @Aeralfos.
For air speed values and rankings: Smash 4: Air Speed Rankings and Values by @Indigo Jeans with data provided in that thread by @Toomai.
For fall speed and fast fall speed values and rankings: Smash 4 - Fall & Fast Fall Speed Rankings by @Aeralfos and Smash 4 Aerial Speed List: Horizontal, Fall and Fastfall by @Trifroze.
For walking and dashing values and rankings: Running & Walking Speed Rankings by @Aeralfos with values by @Toomai from this post in that thread.
For perfect pivot distance: from My Smash Corner's video, Perfect Pivoting! (Smash Wii U/3DS), at this point in time: 2:34.
For Melee and Brawl frame data comparison: @Xeylode for the In-Depth Falco Frame Data and @Bones0, @Kadano, @Seikand, and @Magus420 for the Falco Hitboxes and Frame Data.
For Melee and Brawl damage percents: The Falco Essentials by @Zonderion, Smashpedia, and SSBwiki.
For total frames: http://sixriver.web.fc2.com/ssb4/Character_data.htm; search: ファルコ using Ctrl + F.
For landing lag: All character landing lag frame data by @A2ZOMG.
For patch 1.0.6: http://smashboards.com/threads/406319/page-26#post-19465191.
For patch 1.0.8: Thinkaman's data dump: http://smashboards.com/threads/406319/page-19#post-19454998, and @LordWilliam1234's spreadsheet: https://docs.google.com/spreadsheet...q5a4irDPLvwfxuOKVGxk/edit?pli=1#gid=646434894 - also where customs startups, IASA, and such came from.
 
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Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Basic Data [BAS]
"What? You're just now explaining the controls?" - Falco Lombardi, Super Smash Bros. Melee (2001)

Before we begin, we should talk about what frame data is. Frame data is the inner workings of a character. Games, films, and animations are all run frame by frame. Games and some animations such as CGI film like Frozen, Tangled, or Wreck-It-Ralph, however, also include physics, lighting control, collision, etc. For games, a characters frame data is how they work, how they move, when they move, and what they move. Frame data is not everything. As numbers and coding, it's just information. Applying the information is what matters. How a character's frame data interacts with the game and the other characters' frame data is what really matters. A character could have the strongest attacks in the game, but what if that character is too slow? Or has little range? What if the game's mechanics makes it so those strong attacks only do damage, but little knockback? That character would be great for a fighting game like Street Fighter, but not Smash where damage and knockback just work different and are valued differently.

Attributes (Weight, Movement, and Evasion)

Falco's overall characteristics such as weight, fall speed, and air speed are here. This is how Falco interacts outside of combat; this is how he moves, when he moves, how fast he moves, and how he interacts with the physics of the game. Overall, Falco is not that great horizontally, but he is among the best for vertical movement in part of having the highest natural jump and his fall speed allowing him to shoot up in the sky or dive right down. Unfortunately, he's a pheasant and pheasants aren't known for fast flying... Pheasants are fast runners, though, well, he should be...
Trait|Value|Ranking
Weight|82|39-40
Air Speed|0.893|42
Fall Speed|3.1|5-7
Fast Fall Speed|1.9|5-7
Traction|0.065|N/A
Walking Speed Acceleration|0.1|N/A
Minimum Walking Speed|0.2|N/A
Maximum Walking Speed|1.28|10
Dash Acceleration?|0.112|N/A
Dash Deceleration?|0.04|N/A
Initial Dash Speed|1.9|N/A
Dash Speed|1.472|38
Perfect Pivot Distance|3.5|N/A

Frame Speed Ranking

This is a comparison of Falco's basic frame data with the rest of the cast. Just a little fun thing to compare with the cast. It is outdated, though.
Jab: 2nd fastest at frame 2; out of 10 characters.
Dash Attack: 5th fastest at frame 8; out of 6 characters.
Ftilt: 3rd fastest at frame 6; out of 7 characters.
Utilt: 3rd fastest at frame 5; out of 10 characters.
Dtilt: 5th fastest at frame 7; out of 10 characters.
Side Smash: 8th fastest at frame 17; out of 4 characters.
Up Smash: 4th fastest at frame 8; out of 6 characters.
Down Smash: 4th fastest at frame 7; out of 5 characters.
Nair: 2nd fastest at frame 3; out of 10 characters.
Fair: 8th fastest at frame 12; out of 3 characters.
Bair: The fastest at frame 4; out of 4 characters.
Uair: 8th fastest at frame 10; out of 6 characters.
Dair: 13th fastest at frame 16; out of 6 characters.
Grab: 3rd fastest at frame 8-9; out of characters.
Dash grab: 3rd fastest at frame 10-11; out of with 9 characters.
Pivot grab: 4th fastest at frame 11-12; out of 9 characters.

Datasheet

This is the condensed version of the raw datasheet. As such, it lacks items such as coordinates, bone, element, and size. This is more for a quick glance to see how Falco's moves interact in the game and more of a "practical" spreadsheet. If you want to see the raw datasheet which is more in-depth, then click here. In-depth on applications of his moves are in this thread and in the next sections.
 
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Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Jab, Dash Attack, and Tilts [JDT]
"You're dead meat, pal!" - Falco, Star Fox 64 (1997)

Jab Combo
Slash twice before performing a series of slashes that ends with a strong swipe.
Note: I might be wrong on Rapid Jab and Jab Finisher's hit frames.
Move|Hit Frames|Damage|Hit Angle|Approximate KO Percent
Falco Twister|2-4, 10-12, 17-21, 22-26, 27-31, 32-36, (Infinite), 41-42|Min. 9.6%|45°|383% (Finisher-only)
Jabs Broken Down
Move|Hit Frames|FAF|Damage|Hit Angle
Jab 1|2-4|23|3%|68° or 77° or 80°
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
35|0|30||1||-18|-11
Move|Hit Frames|FAF|Damage|Hit Angle
Jab 2|3-5 (+8)|33|2%|80° or 50° or 45°
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
30|0|30||0||-22|-15
Move|Hit Frames|Damage|Hit Angle
Rapid Jab| 2-6, 7-11, 12-16, 17-21, (Infinite)|0.4% each|Unknown
Move|Hit Frames|FAF|Damage|Hit Angle
Rapid Jab Finisher|5-6|40|3%|45°
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
60|0|100||1||-39|-32
Falco's Jabs are considered a fantastic part of his arsenal due their speed and coverage. Jab 1 and Jab 2 are an overcut and an uppercut with Falco's left arm which allows him to cover anything in front of him. They can also be Jab canceled, but not as well as Fox's because the delay is longer. That said, mixing up Jab to Rapid Jab, Jab to Jab, or Jab to something else like tilts, Smashes, and grab are all good ways of playing less predictably. Rapid Jab shouldn't be prolonged as people can DI out of them, so keep them to a minimum, but if it's already out and an opponent is not that far away, it might be a better idea to keep the hitboxes out than end it and let the opponent abuse the whiffed Rapid Jab Finisher. As a Jab, it is Falco's fastest option.

Changes from Melee: Went from being this: 2-3, 6-7, 7-8, 13-14, 19-20, 25-26, 31-32, (infinite), to this: 2-4, 10-12, 18-22, 23-27, 28-32, 33-37 (infinite), 42-43. In other words, it's slower between transitions. The Jab combo itself went from being a jab, straight, and series of quick sidekicks to an overcut, uppercut, spinning slashes, and a finishing swipe. Also, Jab 1 and Jab 2 did 4% each while in SSB4, Jab 1 does 3% and Jab 2 does 2%; the Rapid Jab remains the same damage-wise. In SSB4, Falco gained a Rapid Jab Finisher like other characters which makes his Rapid Jab less dangerous to use.

Changes from Brawl: I couldn't find the specifics aside from this: 2-5, 9-???, ???, (infinite), for the frame data in Brawl, but this one is certain: Falco has a Rapid Jab Finisher now which makes his Rapid Jab less dangerous if he's caught using it too far from his opponent. Damage-wise, Jab 1 does 1% less damage.

Notes: Falco's Rapid Jab Finisher can Z-axis dodge which is when during the animation, his hurtbox is out of the way. I've had this happen before when a Pac-Man threw a key and it went past me. It's just a part of how the game's programmed and designed and it's definitely not something to rely on. On a 2D stage like Flat Zone where everyone is 2D instead of 3D, he'll probably get hit as there isn't a Z-axis.

Because of its speed, it interacts funnily with certain things like Ness's PK Fire. When caught in PK Fire, Falco can spam Jab 1. For other things, he can clank with other characters like Fox's Jab 1 which shares the same hit frames.

Dash Attack
Rush in with a flying kick.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Jumping Side Kick|8-11 or 12-18|40|9% (Clean) or 6% (Late)|65° (Clean) or 40° (Late)|210% (Clean) or 305% (Late)
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
80 (Clean) or 70 (Late)|0 (Both)|70 (Both)||3 (Clean) or 2 (Late)||-28 (Clean) or -25 (Late)|-11 (Clean) or -8 (Late)
A standard Dash Attack, I suppose. Falco can combo to and from this move as it sends his opponents at an upward angle. A strong tool in Falco's arsenal, but something that should not be abused since it will become predictable. This is Falco's slowest non-Smash move and 5th fastest ground move tied with Up Smash and Standing Grab.

Changes from Melee: Went from being a frame 4-17 attack to a frame 8-11 and 12-17 attack, so 4 more frames and 4 less active frames.

Changes from Brawl: Same as Melee.

Notes: Nothing as of yet.

Up Tilt
Spin while performing two uppercuts to lift the enemy skywards.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Falco Lift|5-9, 12-16|36|4% or 3% + 5%; 9% or 8%|90° or 97° (Final Hit)|168% (Final Hit) or 169% (Full Utilt)
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
30|0|150||1 + 1; 2||-23|-16
A fast anti-air and juggle move. It's also a fairly good, but later kill move. Not much to say aside from that being a 5-16 move, it stays out long. Utilt can be used whenever for comboing, killing, and setting up kills as it's a launcher like Dash Attack, Dtilt, Up Smash, Reflector Void, and U-throw. This is Falco's fastest tilt and 2nd fastest ground move tied with default Reflector, but with less end lag.

Changes from Melee: Went from being a one-hit, frame 4-11 move to a two-hit, frame 5-9 and 12-16 move; 1 more frame of startup and 3 more active frames. Both do the same total amount of damage.

Changes from Brawl: The first hit gained 1 frame of startup and 1 less active frame; went from being a frame 4-9, 12-16 move to frame 5-9, 12-16 move.

Notes: The first hit can do 3%, but I don't remember when and where, so I'll check later. It's nothing big and I suppose it's there along to link with the second hit for some reason.

Forward Tilt
Snap off a roundhouse to stop the enemy in their tracks.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Bird Kick|6-8|28|9%|361°|232%
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
0|0|100||3||-18|-11
Nothing too special about this move. It's just a quick roundhouse with good range which makes Ftilt a good poking and spacing tool. At low percents, especially against heavyweights, it might not be a good idea to use it up close, so space it out since while it is fast and Falco can chain them, the low knockback at low percents makes it easily punished up close. Ftilt along with Reflector and Reflector Void are Falco's go-to spacing tools, so while it is 1 frame slower than default Reflector and less knockback, but is 7 frames faster than Reflector Void and has less range than Reflector in general, Ftilt has little end lag. This is Falco's 2nd fastest tilt and 3rd fastest ground move.

Changes from Melee: Gained 1 frame of startup and lasts 2 frame less; 5-9 to 6-8.

Changes from Brawl: None; perhaps animation?

Notes: Nothing.
Down Tilt
Sweep the ground with a razor sharp tail.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Bird Sweep|7-9|27|12% (Body), 11% (Tail), or 9% (Disjoint)|75°|137% (Body), 172% (Tail), 207% (Disjoint)
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
50 (Body) or 35 (Tail, Disjoint)|0|90 (Body) or 88 (Tail, Disjoint)||4 (Body, Tail) or 3 (Disjoint)||-16 (Body, Tail) or -17 (Disjoint)|-9 (Body, Tail) or -10 (Disjoint)
This little move is probably Falco's most dangerous tilt because it looks weak. It is Falco's strongest tilt when hit with near the body and it's disjointed, so where the tail ends isn't where the hitbox ends for Dtilt and it doesn't count as a hurtbox. No matter where it hits, the opponent will be sent up which allows Falco to follow up or just outright kill at the right position and percent. This is Falco's 3rd fastest tilt and 4th fastest ground move tied with Down Smash.

Changes from Melee: None in terms of frame data, but it did a consistent 13% in Melee. It might have range differences.

Changes from Brawl: None.

Notes: It's disjointed as with other moves in SSB4 involving wings - not Falco's "wings" -, tails, weapons such as the Links' Master Swords, Ganondorf's Sword of the Sages during Warlock Blade, Marth and Lucina's Falchion, Ike's Ragnell, and Shulk's Monado; and other stuff like Bowser's shell.
 
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Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Smashes [SMH]
"You overgrown gnats! I'll finish every last one of you!" - Falco, Star Fox Assault (2005)


Up Smash
A turning backflip that hits twice.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Flip Kick|8-11, 12-21|50|4% + 12%; 16%|110°, 130°, and 220° (First); 80° (Second)|130% (Full Up Smash), 138% (Final Hit)
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
30|0|98||1 + 4; 5||-36|-31
This is one of Falco's most major changes from Brawl and is an entirely unique move in animation as Falco turns to backflip hitting with his heels diagonally rather than the regular backflip he did in Melee and Brawl. Fully connected, it is a powerful tool early on as Falco can chain two of them for 32% total. This is Falco's 2nd fastest Smash and 5th fastest ground option tied with Dash Attack and Standing Grab.

Changes from Melee: Went from being a one-hit backflip to a two-hit backflip. It gained 1 frame of startup and 1 active frames; 7-17 to 8-19. Damage-wise, it does 2% more if it connects entirely.

Changes from Brawl: Same as Melee, except that it has the same startup and gained 2 active frames; 8-17 to 8-19.

Notes: Battlefield's platforms will usually cause it to hit with only one kick, so beware. It's probably better off to use Utilt on Battlefield. Against shorter characters and characters with low crouches, reverse Up Smash will whiff.


Side Smash
Lunge forward while delivering an overhead strike.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Hacker|17-19 or 20-20|49|15% (Clean) or 10% (Late)|361°|113% (Hands), 121% (Elbows), ??? (Body), or 200% (Late)
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
42 (Clean) or 30 (Late)|0||96 (Hands), 93 (Elbows), 90 (Body, Late)|5 (Clean) or 3 (Late)||-26 (Clean) or -25 (Late)|-19 (Clean) or -18 (Late)
Not something to use all the time, but this is Falco's strongest Smash and it does not clank meaning Falco will just crush through anything with his Side Smash. As his slowest Smash, it's best used for punishes. It can hit people in the air, but it's not a reliable anti-air despite its good frontal coverage. This is Falco's slowest ground move.

Changes from Melee: Went from being a "Roundhouse Kick" that looked more like a butterfly kick to an overhead strike with his arms. It gained 5 frames of start up and lost 3 active frames; 12-21 to 17-20. Damage-wise, it does 2% less uncharged on both the regular hit and the late hit.

Changes from Brawl: It gained 1 frame of start up and lost 1 active frame; 16-20 or 21-21 to 17-20.

Notes: There is a hitbox on his body and it was difficult to land, so I didn't bother with it and I probably won't bother with it.

Down Smash
A quick split to cover both sides.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Falco Split|7-9|47|15% (Legs) or 12% (Body)|25° (Legs) or 80° (Body)|151% (legs) or 200% (body)
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
20 (Both)|0|76 (Both)||5 (Legs) or 4 (Body)||-34 (Legs) or -35 (Body)|-27 (Legs) or -28 (Body)
This is a powerful out of shield (OOS) option as it covers both sides while hitting hard and fast. While it kills a bit later than Dtilt, the coverage and speed makes it deadly. By sending people horizontally, it can put people into bad situations like killing them or sending off stage. Otherwise, it gives Falco a breather, so it can be considered a spacer as well and a strong one at that. There is a hitbox that happens on Falco's body and sends people up while doing 12%, so don't freak out when it happens, instead, make use of this unorthodox launcher. This is Falco's fastest Smash and 4th fastest ground option tied with Dtilt.

Changes from Melee: Gained 1 frame of startup and lost 2 active frame; 6-10 to 7-9. Uncharged, it does 1% less damage. So, no major changes aside from maybe the body hitbox.

Changes from Brawl: None as far as I know.

Notes: Falco's legs become "intangible", basically invincible and disjointed during Down Smash. This means he can challenge moves like Luigi Missile so long as his hurtbox, his body and head aren't hit.
 
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Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Aerials [AER]
"Scratch one bogey!" - Falco, Star Fox 64 (1997)

Neutral Air
Spin while slashing the enemy.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Cyclone Spin|3-5, 6-9, 14-17, 21-24|49|3% + 2% + 2% + 4%; 11%|Autolink (Looping Hits); 361° (Last Hit)|255% (Last Hit)
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit
0 (Loop) or 40 (Last)|15 (Loop) or 0 (Last)|100 (Loop) or 130 (Last)||1 (First, Last) or 0 (Second, Third)|
Auto-cancel|Landing Lag|On-shield|OS Landing|Shield Drop|SD Landing
> 3 or < 43|15|-26 (Last)|-14 (First, Last) or -15 (Second, Third)|-19 (Last)|-7 (First, Last) or -8 (Second, Third)
Falco's Nair is a funny aerial as people can easily fall out of it, but that doesn't stop it from being a good combo tool and a harassment tool because of its speed and multi-hitting. It won't kill well and you shouldn't actively look for kills with Nair, but Nair serves its purpose as a damage racking tool. This is Falco's fastest aerial.

Changes from Melee: Went from being a sex kick to a multi-hit move. It became faster by 1 frame and has lost 7 active frames; 4-31 to 3-23.

Changes from Brawl: 1 less active frame; 3-24 to 3-23; nothing real major.

Notes: Nothing yet.

Up Air
A front flip performed mid-air to send an enemy upwards.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Falco Flip|7-11|34|10%|65° or 75° or 85°|???
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit
35|0|90||3|
Auto-cancel|Landing Lag|On-shield|OS Landing|Shield Drop|SD Landing
> 4 or < 22|15|-23|-12 or -1 (AC'd)|-19|-5 or +6 (AC'd)
It doesn't seem powerful and it doesn't seem that great as a frame 10 move, but that's because of what Falco can do with Uair: kill people way up in the air. If it was any faster or any stronger, this would be one broken move. Combined with Falco's jump height, Falco can juggle people easily with Uair if not outright kill them if they're too close to the ceiling. It auto-cancels early and covers Falco well along with a body hitbox with little knockback, so it can sort of be used to approach or cover a landing. As a front flip, Uair covers Falco's back first then his front and the body hitbox makes it deceptive as well. This is Falco's 3rd fastest aerial.

Changes from Melee: Went from a two-hit move to a one-hit move and gained 2 frames of startup and lost 2 active frames; 8-14 to 10-14. Does 4% less damage than a full Melee Uair.

Changes from Brawl: None.

Notes: Aside from the body hitbox, nothing else.

Forward Air
Drill through the enemy with a sharp beak.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Drill Peck|10-13, 14-17, 18-21, 22-25, 26-29, 28-29|50|25|1% + 1% + 1% + 1% + 1% + 4%; 9%|Autolink (Looping Hits), 361° (Last Hit)|???% (Last Hit)
Drill Peck Landing|1-1|25|3%|45°|???%
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit
0 (Loop) or 55 (Last) or 30 (Landing)|0|100 (Loop) or 145 (Last) or 160 (Landing)||1 (Each)|
Auto-cancel|Landing Lag|On-shield|OS Landing|Shield Drop|SD Landing
> 6 or < 45|25|-30 (Last)|-29|-23 (Last)|-22
Because of the changes to SSB4, multi-hit moves connect better making Falco's Fair go from pretty unreliable to a strong part of his game plan. While it does not kill early like Bair or Uair, Fair's main strength is its ability to gimp off-stage even after patch 1.04 which removed its ability to spike by fastfalling. This is Falco's 4th fastest aerial.

Changes from Melee: Went from being whirlwind kicks to a spinning drill peck. It also gained twice the start-up and 15 less active frames; 6-45 to 12-36. Does 19% less damage.

Changes from Brawl: Similar to Brawl, except twice the start up and 5 less active frames; 6-35 to 12-36. Does 3% less damage.

Notes: Nothing special.

Back Air
Quickly plant a foot behind you and drive an enemy back.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Reverse Side Kick|4-5 or 6-11|38|13% (Clean) or 7% (Late)|361°|120% (Clean) or 241% (Late)
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit
0 (Clean) or 30 (Late)|0|130 (Clean) or 100 (Late)||5 (Clean) or 2 (Late)|
Auto-cancel|Landing Lag|On-shield|OS Landing|Shield Drop|SD Landing
> 4 or < 14|15|-29 (Clean) or -30 (Late)|-10 (Clean), +1 (AC'd) or -13 (Late), -2 (AC'd)|-23 (Clean) or -33 (Late)|-3 (Clean), +8 (AC'd) or -6 (Late), +5 (AC'd)
Falco's strongest aerial and it's his second fastest option to boot. For some reason, Falco was given Wolf's Bair animation-wise rather than keeping his sex kick that would have covered his front. It is a powerful tool than not only kills, but can combo. Way up in the air, your opponent will fear this, Bair, and Reflector Void. This is Falco's 2nd fastest aerial.

Changes from Melee: Went from being a sex kick to a back kick. Lost 8 active frames and a front hitbox; 4-19 to 4-11. Does 2% less on both hits, clean and late.

Changes from Brawl: Went from being a sex kick to Brawl Wolf's Bair. Same as Melee, except does 2% less on the late hit.

Notes: Nothing to yet.

Down Air
A spinning kick angled downward to send the enemy crashing through the skies.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Air Drill|16-19 or 20-30|52|13% (Clean) or 8% (Late)|285° (Airborne Target) or 80° (Grounded Target) or 361° (Late)|???% (Clean) or 259% (Late)
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit
10 (Clean) or 20 (Late)|0|80 (Clean) or 90 (Late)||9 (Clean) or 3 (Late)|
Auto-cancel|Landing Lag|On-shield|OS Landing|Shield Drop|SD Landing
> 4 or < 38|23|-40 (Clean) or -28 (Late)|-28 (Clean) or -20 (Late) or -1 (AC'd)|-33 (Clean) or -21 (Late)|-21 (Clean) or -13 (Late) or +8 (AC'd)
A slow, but powerful spike. There's not a lot to say other than it's a spike angled downwards rather than straight down. It can be frame canceled by landing it right when Falco lands, but it's difficult, especially since it's telegraphed. This is Falco's slowest aerial.

Changes from Melee: Gained 11 frames of startup and 4 less active frames; 5-24 to 16-31. Does 1% more on the clean hit and 1% less on the late hit.

Changes from Brawl: Gained 11 frames of start up and 1 less active frame; 5-21 to 16-31.

Notes: Nothing special. Same hit frame as Captain Falcon and Ganondorf's Nipple spike and Stomp.
 
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Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Specials [SPC]
"Eat this, scumbags!" - Falco, Star Fox Assault (2005)

Blaster
Fire off a laser to stop and damage an enemy.
"A blaster shot that can't be fired very rapidly but makes enemies flinch." - In-game description.
Move|Startup|Trigger|FAF|Damage|Hit Angle|Approximate KO Percent
Blaster (Ground)|11|40|59|3%|361°|Does not kill.
Blaster (Aerial)|9|33|50|3%|361°|Does not kill.
State|BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
Ground|0|2|100||1||-40|-33
Airborne|0|2|100||1||-33|-26
A long range interrupter and it can potentially gimp people if it hits them right when they jump. That's about it since it's not longer the godplayer laser spam machine it was in Brawl or the fairly fair projectile in Melee. Don't overuse it; don't underuse it. Treat it more like a cowboy quick-drawing his revolver from a safe distance. Be careful about distance because the end lag can and will be punished even by someone like Ganondorf. Actually, make that "especially by Ganondorf" whose game plan is to punish the living snot out of you.

Changes from Melee: Cannot be auto-canceled from what I know. Red to blue lasers.

Changes from Brawl: Slower overall firing rate, what seems to be slower travel speed, and cannot be auto-canceled.

Notes: Nothing special.

Explosive Blaster

Trap the enemy in an exploding bolt.
"Fires a shot that slows down as it travels and explodes just before it stops." - In-game description.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Explosive Blaster|14-28, 41-63, 64-65|72|0% + 1% + 2%; 3%|0° (First Hit), 361° (Second Hit), 45° (Final Hit)|Does not kill.
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
0 (First, Second), 55 (Final)|20 (First), 2 (Second), 0 (Final)|100 (First, Second), 25 (Final)||0||-10 (Final Hit)|-3 (Final Hit)
This one's interesting as it's similar to Sheik's Burst Grenade and Zero Suit Samus's Electromagnetic Net. I don't have much to say here other than I've heard from @Shaya that it can be used for edgeguarding. There were also custom combo videos using the explosion facing Falco to knock his opponent into his grab. This will need further testing.

Notes: It changes Falco's Up, Back, and Down Throws aesthetically.

Burst Blaster

Click off a fast laser to damage the enemy.
"Fires faster shots, but the power and range are decreased." - In-game description.
Move|Hit Frames|Trigger|FAF|Damage|Hit Angle|Approximate KO Percent
Burst Blaster (Ground)|9-13 or 14-14|23|40|2% (Close) or 1% (Far)|361°|Does not kill.
Burst Blaster (Aerial)|9-13 or 14-14|21|40|2% (Close) or 1% (Far)|361°|Does not kill.
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
0|0|0|0|0||-25 (Close) or -20 (Far)|-18 (Close) or -13 (Far)
For all intents and purposes, this is just a custom that emulates Fox's default Blaster. There are differences, however, aside from being blue such as it does less damage up close, 1% less, but shoots faster. It also travels a shorter distance than Fox's default Blaster while having less end lag and startup.

Notes: Zip.

Falco Phantasm
Slash an enemy while dashing forward.
"Dash forward with incredible speed, knocking opponents into the air." - In-game description.
Move|Startup|FAF|Damage|Hit Angle|Approximate KO Percent
Falco Phantasm (Ground)|19|61|7%|80°|469%
Falco Phantasm (Aerial)|19|73|7% (Ground Target) or 6% (Air Target)|80° (Ground Target) or 270° (Air Target)|301% (Ground Target)
State|BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
Ground|68|0|40||2||-39|-32
Airborne|68 (Ground Target) or 40 (Air Target)|0 (Both)|60 (Ground Target) or 50 (Air Target)||2||-51 (Ground Target-only)|-44 (Ground Target-only)
By default, this is Falco's only (reliable) burst movement. When short hopped and used, the end lag is reduced for some reason; IAP (Instant Aerial Phantasm). It can soft-spike as in past games, but it's not a reliable spike or a kill move. As a recovery, it's safe so long as Falco sweet-spots the ledge and does overshoot onto the ledge where the end lag will be punished or he just gets hit any way or undershoots and has to resort to Fire Bird or fall to his doom because of the end lag or if he ends up under the stage. Beware about its hitbox as it usually won't cover about the later half of its distance which means Falco can and will be punished during that time since he'll just phase past people.

Changes from Melee: Animation change; Falco spreads his wings. Cannot be shortened.

Changes from Brawl: Same as Melee.

Notes: Really messed up hitbox.

Falco Phase

A quick dash that evades any incoming attack.
"You can't be hit while dashing, but the move doesn't hit opponents, either." - In-game description.
Note: No start frames yet.
Move|Startup|Active|FAF
Falco Phase (Ground)|||53
Falco Phase (Aerial)|||65
Falco Phase is simply an I-frame (invincibility frame) dash that seems to start faster than Phantasm, but has slightly longer end lag even when IAP'd. While Falco can't abuse this to "roll" far, it can be used to get past attacks and it's probably a safe option if you overshoot and land on the ledge while the opponent is in the middle of their attack. That being said, some might prefer the ability to soft-spike and damage people with Phantasm and the slightly shorter distance and slightly increased end lag could lead to SD's when you misjudge the distance. It's an interesting concept that needs to be tested.

Notes: Nothing so far, but will need to test on its use.

Falco Charge

Charge through the enemy with a hard tackle.
"A shorter dash that hits much harder at the beginning of the move." - In-game description.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Falco Charge|21-22|64|12% (Close) or 4% (Spaced)|40° (Close) or 65° (Spaced)|175% (Close) or 760% (Spaced)
Falco Charge (Aerial)|21-22|71|12% (Close) or 4% (Spaced)|40° (Close) or 65° (Spaced)|---
State|BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
Ground|85 (Close) or 70 (Spaced)|0 (Both)|60 (Close) or 40 (Spaced)||4 (Close) or 1 (Spaced)||-44 or -41|-37 or -34
Airborne|85 (Close) or 70 (Spaced)|0 (Both)|60 (Close) or 40 (Spaced)||4 (Close) or 1 (Spaced)||-51 (Close) or -48 (Spaced)|-44 (Close) or -41 (Spaced)
Take Side Smash, make it slower, and give it a weaker late hit. That pretty much defines Falco Charge. It cannot soft-spike either, but it has a full hitbox in return for traveling about default Fire Bird's distance while having similar startup. Not much to say other than it's an interesting idea that could be improved much more such as super armor, less startup, or even be able to charge it like Ike's Quickdraw or Close Combat custom. For now, it's a custom that should be tested for anything else is said.

Notes: Falco can miss the close hit at pointblank with this and will end up hitting with the weak hit.

Fire Bird
Wreathe yourself in flames before rocketing off in a direction.
"Wrap yourself in flame, and dash through the air in the direction of your choosing." - In-game description.
Move|Hit Frames|FAF|Landing Lag|Damage|Hit Angle|Approximate KO Percent
Fire Bird|20-26 (Charge), 44-48 (Launch), 49-59 (Travel), 61-61 (Final Hit)|85|19|2% (x7) + 3% + 2% (x7) + 2%; 33%|70° (Charge), 361° (Launch), Autolink (Travel), 361° (Final Hit)|470% (Final Hit)
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
70 (Final Hit)|0 (All Hits)|90 (Final Hit)||1 (Final Hit)||-27 (Final Hit)|-20 (Final Hit)
Your standard charge and recover move. That's pretty much it. Falco shouldn't be recovering with this too close or too deep since he'll either get (ledge) spiked or gimped or fall to his doom because Fire Bird only covers a third of Final Destination. Make use of Falco's wall jump if you feel he's not going to make it. As an attack, it's telegraphed and unreliable.

Changes from Melee: Damages people while charging unlike in Melee.

Changes from Brawl: Unknown.

Notes: On the ground, hold (diagonally) down on the analog stick/Circle Pad and Falco will roll instead. Just a little neat thing that can be done with Fire Bird and Fire Fox and their customs.

Fast Fire Bird

Blast through while wreathed in flames.
"Same as Fire Bird, but you can dash instantly. You don't go as far, though." - In-game description.
Move|Hit Frame|FAF|Landing Lag|Damage|Hit Angle|Approximate KO Percent
Fast Fire Bird (Travel)|13|49|28|2%|80°|Does not kill.
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
68|0|40||0||-35|-28
Fast Fire Bird seems to travel less than Fire Bird, but the momentum from this move makes it travel similarly to Fire Bird when used horizontally on the ground and perhaps in the air as Falco somersaults into his freefall animation. The momentum also makes this a move a beast of its own as it allows Falco to slide and when perfectly landed, he'll slide at idle. There are two known ways to do this: on the ground, launch at low angle to land before entering freefall or in the air from a short hop and launch horizontally. I call it Fire Slide because that sounds cool. There is a thread dedicated to this technique, Falco's Fast Fire Bird -> Perfect Landing Slide by @Balgorxz. Credit also goes for @Lavani for proving its existence with a gif.

Aside from that, Fast Fire Bird gives Falco another burst movement alongside default Falco Phantasm and Falco Phase. The only difference is that the landing lag, especially if Fire Slid, is almost nonexistent. Make sure to not SD because Fire Bird and its customs won't stop at the ledge; Falco will just rocket off and drift slowly to his doom. This is made worse because Fast Fire Bird launches so suddenly compared to the others.

Notes: Like Fire Bird and Fire Fox, holding (diagonally) down on the analog stick/Circle Pad will cause Falco to roll, but with Fast Fire Bird, it shortens the distance and cuts off the momentum. It also looks like the end lag is lessened, but I'm not sure. I call this Fire Roll 'cause it sounds cool.

Distant Fire Bird

Charge longer and travel slower, but farther with this modified Fire Bird.
"Takes longer to charge, but flies farther and hits enemies harder." - In-game description.
Move|Hit Frames|FAF|Landing Lag|Damage|Hit Angle|Approximate KO Percent
Distant Fire Bird|52-52 or 53-82|111|19|8% (Pointblank) or 2% (x15); 30%|361° (Both)|409% (Pointblank)
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
65 (Pointblank) or 35 (Looping Hits)|0 (Both|45 (Both)||3 (Pointblank) or 0 (Looping Hits)||-59 (Pointblank)|-52 (Pointblank)
Trading charge and travel speed, Distant Fire Bird makes Falco's vertical recovery better, except it travels only half of Final Destination while Fire Bird traveled about a third and wall jumping makes Fast Fire Bird comparable to default Fire Bird. Fox's Fire Fox travels over half of Final Destination. The increased charging time and slower travel speed could make it easier for opponents to gimp, (ledge) spike, or kill Falco, especially one who's not used to the distance or inputs it too early while near the ledge. So, don't use this against characters with spikes like Ganondorf who will spike you immediately at 0% or characters with good off-stage game like Pit or Jigglypuff. That said, it makes Falco's off-stage game and ability to go deep better.

Notes: Aside from the usual hold (diagonally) down on the analog stick/Circle Pad, rien.

Reflector
Kick off a Reflector and send back projectiles whence they came.
"Kick out an energy shield that reflects projectiles and deals damage." - In-game description.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Reflector|5-14|51|5%|361°|Does not kill at center stage.
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
35|0|30||1||-43|-36
This is probably Falco's most useful Special as it's a fast spacer so long as it hits because the end lag is noticeable and can easily punished. As a Reflector it can damage and reflect at the same time, but the drawback is that it can't be held indefinitely like Fox's Reflector meaning your timing must count and you can be baited into using it. Because of its range, some people like using it to cover their recovery. Also, because it can trip, Falco can get lucky and exploit that moment.

Changes from Melee: Went from being a stationary Reflector to a moving yo-yo Reflector.

Changes from Brawl: 1% less damage?

Notes: It's considered a projectile which you could use to abuse Pit's Upperdash Arm and Dark Pit's Electroshock Arm reflecting projectiles. Falco can also reflect while being hit by Ness's PK Fire and Robin's Arcfire which doesn't reflect them, but makes it so it's considered Falco's move until it dies off. He can also hit from behind, but it's a frame perfect thing and it explains why he can reflect while being hit by PK Fire and Arcfire.

Accele-Reflector

A modified, weaker Reflector that speeds up projectiles.
"Only reflects when moving forward, but sends them back stronger than normal." - In-game description.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Accele-Reflector|9-16|51|2%|361°|Does not kill.
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
35|0|30||0||-40|-33
As the name says, Accele-Reflector accelerates projectiles it reflects only when its send out which means has half the time to reflect and not get killed by say, a Charge Shot. By accelerate, projectiles are reflected at twice the speed. Aside from that, Accele-Reflector has less knockback, less damage, and 4 more frames of startup along with half the window of time to reflect. Without knowing the IASA frame, Accele-Reflector might not be worth it because of the drawbacks outweighing the advantage.

Notes: Needs to be tested more. It is unknown if it can make Dense Charge Shot move further, faster, or whatever.

Reflector Void

A modified, stronger Reflector that negates energy-based projectiles.
"Destroys shots rather than reflecting them. The reflector itself does more damage." - In-game description.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Reflector Void|13-22|65|9%|70°|230%
BKB|WKB|KBG|Hit Stun|Shield Stun|On-hit|On-shield|Shield Drop
80|0|60||3||-48|-41
A Reflector that can kill well despite being a "defensive" tool. Reflector Void trades in the ability to reflect energy-based projectiles - it can still reflect physical ones like Yoshi's Eggs - and 8 more frames of start up for 4% more damage, more knockback, and the ability to kill. Reflector Void essentially gives Falco a disjointed launcher and a disjointed aerial. It does make it so that Falco will have to rely on Ftilt and Dtilt more for spacing, though.

Notes: Cannot trip.
 
Last edited:

Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Grabs, Pummel, and Throws [GPT]
"Hold still and let me shoot you!" - Falco, Star Fox 64 (1997)

Grab
Grab an enemy and hold them to your mercy.
|Standing Grab|Dash Grab|Pivot Grab
Hit Frames |8-9|10-11|11-12
FAF |32|40|38
Grab-box Size |3.1|2.5|3.1
Your standard, albeit slowish grab. Nothing to say about this other than if Falco grabs someone, they're in trouble, big trouble.

Changes from Melee: Standing Grab is slower by 1 frame, Dash Grab is faster by 2 frames, and Pivot Grab exists.

Changes from Brawl: Standing Grab is slower by 2 frames, Dash Grab is faster by 1 frame, and Pivot Grab is slower by 2 frames.

Notes: I feel like the hitbox might be smaller than his hand. Other than that, nothing else.


Pummel
After grabbing an enemy, soften them up with a brutal knee.

Move|Hit Frames|Damage|Hit Angle
Knee|5-5, (+16)|2%|80°
It's a knee; it's a pummel.

Changes from Melee: None.

Changes from Brawl: None.

Notes: None.


Up Throw
Send an enemy upwards and click off a round to follow.

Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Star Blaster|7-13, 18-23|39|4% (Throw) + 4% (Laser); 8%| 94° (Throw) or 361° (Laser)|187% (If Laser Hits) or 270% (Throw)
BKB|WKB|KBG|Hit Stun|On-hit
100 (Both)|0 (Both)|60 (Both)||
A throw that puts many people into a dangerous situation against Falco and if the laser hits, it can and will kill or send people very close to the blast zone. With Falco's jump, he can connect Nair, Uair, and Bair early on and at later percents keep his opponents at his mercy while he's wandering the ground looking for the right moment to strike in the air or on the ground.

Changes from Melee: Fires 1 laser rather than 4. Throw does 1% more with total damage being 1% more.

Changes from Brawl: None aside from laser shots.

Notes: Nothing so far.


Front Throw
A vicious elbow that will send others reeling.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Elbow Bash|10-11, 12-21|34 |4% + 3%; 7% (Throw) or 3% (Splash Damage)|45° (Throw) or 361° (Splash Damage)|311% (Throw)
BKB|WKB|KBG|Hit Stun|On-hit
35 (Throw) or 60 (Splash)|0 (Both)|135 (Throw) or 100 (Splash)||
A standard F-throw that Falco can combo out of early on with moves like Dash Attack and perhaps RAR (reverse aerial rush) Bair. Falco can also combo with Falco Phantasm or Fast Fire Bird out of F-throw. Because of Falco's lower movement speed, he can't follow up as well out of F-throw like Fox can, but it's a useful throw to get people off the ledge or change the stage control. It also looks brutal.

Changes from Melee: None.

Changes from Brawl: None.

Notes: Nothing so far.


Back Throw
Chuck an enemy backwards and fire off a following shot.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Skeet Blaster|9-17, 18-26|42|6% (Throw) + 3% (Laser); 9%|35° (Throw) or 361° (Laser)|307%*
BKB|WKB|KBG|Hit Stun|On-hit
80 (Throw) or 60 (Laser)|0 (Both)|60 (Throw) or 100 (Laser)||

A unique kill throw as it depends on the laser hitting and dealing a lot of knockback. Otherwise, you're standard B-throw. Salty, followup lasers can hit the opponent.

Changes from Melee: Fires 1 laser instead of 4. Throw does 3% more with total damage being 2% more.

Changes from Brawl: 1% more damage and less lasers shot.

Notes: *The laser will miss at center stage which is why it kills so late.


Down Throw
Slam an enemy down and fire off a round with your Blaster.
Move|Hit Frames|FAF|Damage|Hit Angle|Approximate KO Percent
Floor Blaster|26-27, 33-52|44|2% (Throw) + 3% (Laser); 5%|50° (Throw) or 361° (Laser)|380%
BKB|WKB|KBG|Hit Stun|On-hit
69 (Both)|0 (Both)|110 (Throw) or 100 (Laser)||

Like almost everyone in this game, Falco can combo out of D-throw, but the opponent can DI away or tech the landing, so be careful about using D-throw. At early percents, D-throw to Dash Attack, Utilt, Up Smash, Nair, Fair, and RAR Bair all work. Angled down Ftilt can Jab lock or rather, Ftilt lock, but it's not a thing you should be going for all the time. Grab resets can happen with D-throw, so chain-grabbing is technically still in, but much more difficult to perform. A salty laser can follow up too.

Changes from Melee: Fires 1 laser instead of 4 and does 1% more damage.

Changes from Brawl: Does 4% less damage and less lasers shot.

Notes: It can spike Captain Falcon near the ledge for some reason.
 
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